
Kronek |

Kronek cocks his head at Asgrid's suggestion and looks grimly at the lady. "Perhaps, but I'd like to hear what the lady has to say. We don't have the resources to take them back to town also. We either try them here, lock them in the cellar so she can come back with guards from town later, or release them. I don't relish the idea of bandits in the wood."

Woodsmoke |

Lady Argentea addresses the bandit situation as she comes by to investigate the commotion, looking sharply down her nose at the bound brigands. "I cannot say if these two were involved in the attack on my escort, nor if they themselves held blades that cut down any of my companions...still, they must be dealt with. I, however, am not an executioner, nor will I give authority to play at headsman. I will not stoop so low as to see these men - bound, beaten, and obviously sick - butchered where they stand. Highborn I am, and highborn I shall be. There is enough treachery and corruption amongst the nobles in this country, and I will not start down such a path. I will not allow them to slow us down, either. I would see them jailed, so let us put them in my old quarters below the floor. Spare them some food and water, whatever we can manage to part with. Once I am able to send word north, I will see that a contingent of guards sweeps these woods and drives out any remaining bandits - and helps you with clearing out the rest of these winter creatures. I trust you can stop in on these...gentlemen...on your way back from Heldren?"

Asgrid Hjalterskell |

"Sound thinking," Asgrid agrees with Lady Argentea. "This lodge seems a good place to base any further explorations of the wood, so we'll check on them, and we'll see they aren't executed out of hand. Better in this case that justice be done."

Cara Shalandrael |

"Yes, yes. I'm certain we will check back in on them, but for now we need to make a start for the village while we still have plenty of daylight." Cara pipes up, eager to go, "I suggest we leave the horses for now, they will only slow us down. I'm sure Geedra agrees."

Geedra Horsebiter |

"Leave horses. Maybe humans can eat horses while group is going to town. Or horses eat those human, maybe? Happy times either way, to Geedra. Let's go...long way to go, and only will get colder. Make fast, and group can get back to eat horses lickety split, after get the gold."

Kronek |

Kronek nods, "I understand. This is a different land from my own, but I find your judgment to be a fair one. I too promise to check in on them when we return. And Cara, you are quite right. Let us return to Heldren...without the horses." Kronek shoulders his pack and heads back out to lace up his snowshoes, ready to depart at once.

Woodsmoke |

Agreeing to Argentea's proposal, you take the two bandits to the cellar and leave them there with enough food and water to last them for a few days. Closing and locking the trap door, you hope that none of the winter-allies of the bandits come looking to free them, but you can guess that relations between the two groups will be all but non-existent with Rohkar taken care of. Cara sees to the horses once more, making sure they are given some additional protection from the elements before you all are ready to set off. The elf is able to start a fire in the stables and build a suitable firewall around it to make sure that the walls don't catch - the horses seem to welcome the warmth and do not appear to be startled by the fire.
Asgrid calls forth her divine prowess to bestow spells of protection on both Ten-Penny and Lady Argentea, shielding them from the numbing cold. Ten-Penny claps Asgrid on the shoulder and grins. "Hey, thanks, this feels good. Like a spring day now. Maybe I should take up magic," she laughs. Argentea is likewise grateful, nodding graciously at the oracle. "Yes, this is quite suitable. I give you my thanks for prioritizing my comfort and health over your own, or over that of your companions...are you all right, Asgrid? I am sorry, but you seem pale. Perhaps it's just the cold?"
So, Ten-Penny and Argentea get the endure elements spells. Snowshoes definitely going to Asgrid, Cara, and Ten-Penny. Geedra doesn't need them. If you give Kronek the last pair, Argentea is left needing to be assisted in some fashion to keep up, and carrying her would liekly slow you down anyway. Alternatively, giving her the snowshoes instead of Kronek doesn't end up hurting you much, since Kronek's speed is not hampered as much to begin with (and he is faster to begin with, as well). Those with 30 ft. speed in snowshoes can move 20 feet per round, Asgrid will be moving at 15 ft., and Kronek without snowshoes at 30, his full speed of 45 with them.
You set off the way you came, moving back down the slope that you climbed to get atop the rise housing the High Sentinel Lodge. Though the blizzard covered all trails that you followed or created to get here, with Cara and Kronek's survival skills you are able to easily pick your way down the slope, and follow back along the same general trail you came in on.
The blizzard has frozen the woods in time. Trees stand, encapsulated in rime and ice, like glistening monuments. The sunlight that manages to stream through the soft grey skies sets the whole of the world a-sparkling, the fresh crust of snow and ice shimmering as it catches. The wind that blows today is not one of terrible rage or howling force, but a tranquil breeze that, though cold, calmly ruffles your hair and clothing.
But you also see grim things juxtaposed with the peaceful. You pass by an elk that was unable to find shelter from the storm, and its corpse lies half-buried in the snow, and other animals have already been scavenging off of it. Every so often you see splotches of blood, as well, where something took a wound, but the trails of red start and stop suddenly. You also pass by the corpses of crows that dot starkly against the white, tiny needle-like arrows piercing their flesh and feathers...
Despite everything, you make good progress, infinitely better than your first foray through the Border Wood. You make it several hours without seeing another living soul, only the corpses of the unfortunate creatures that have fallen victim to the blizzard, sprites, or other predators. You are in the thick of the woods, the trees looming silently around you, before you even hear a sound of anything but the breeze.
Asgrid, out of nowhere, collapses to a knee, in a fit of coughs. Despite the arctic temperatures, you see the dwarf is sweating, her face pale as the powder all around. She visibly shakes, and looks tired. Ten-Penny, walking just ahead of the dwarf, is the first to respond.
"I've seen this look before. Those bandits holed up in the sick bunk back at the lodge looked just like you do now. Got the shakes? Must've caught it from them..." The half-orc's voice trails off, eclipsed by sudden howling that fills the air from all around. Without a second warning, grey and white shapes dart in from the surrounding trees - wolves! The pack encircles you, four in total, and a fifth appears in the trail ahead. This fifth wolf is black as night and snarls, its eyes belying some manner of intelligence. It growls out...it speaks!
"Oh ho...more prey, so far from home...warm with blood and flesh. Rip them!"
The wolves charge forward, snapping forth with their jaws, attacking in pairs. Two lash out at Kronek, and two at Cara. The first wolf clamps its jaws down on Kronek's thigh, drawing blood. The second is unable to snap through his armor. The third striking wolf bites hard on Cara's arm, gnashing her flesh, while the fourth tastes only the cold air.
The wolves won surprise with their stealth rolls, with Cara just missing out on spotting their great roll. The assault deals 6 points of damage to Kronek and Cara both. Asgrid is currently suffering from the Chillbane Shakes (treat as both fatigued and sickened), contracted from exposure in the lodge. Go ahead and roll initiative and post your actions - won't have time to make up a map tonight, but you are on a straight trail about fifteen feet wide, with 2 wolves on the north side and 2 wolves on the south side, flanking Kronek in the front and Cara in the second position in pairs. The talking wolf is about forty feet ahead on the trail.
Wolves Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
Cara Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Kronek Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Geedra Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Argentea Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Wolves Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Wolf 1 Bite: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
CMB: 1d20 + 4 ⇒ (8) + 4 = 12
Wolf 2 Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
CMB: 1d20 + 4 ⇒ (5) + 4 = 9
Wolf 3 Bite: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
CMB: 1d20 + 4 ⇒ (7) + 4 = 11
Wolf 4 Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
CMB: 1d20 + 4 ⇒ (13) + 4 = 17

Cara Shalandrael |

Cara seems pleased by the party's progress as they finally leave the lodge and begin to make their way back to the human town. She appears almost merry in her demeanor, until Asgrid takes a knee from her illness and the wolves spring out in an ambush!
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
"Foul, opportunistic creatures!" Cara curses at the wolves as they draw blood. In response, she moves 5' out of their flank, draws her longsword, and attacks the one closest to her allies.
Longsword: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Kronek |

Kronek agrees with the suggestion to give the final pair of snowshoes to Lady Argentea. "We'll make better time as a group and I can still move pretty quickly through the snow, even without them." Making his way through the frozen woods, he adds "It is eerie how like the north it is here. This wood is like those on the borders of the witch lands. I never thought to see it this far south."
Kronek turns at the call from Ten-Penny, about to respond when the howls erupt from the wood. "Wolf. You're not going to be pleased at the prey you've caught in this trap." The bloodrager allows the adrenaline to surge into his muscles and drawing Yuln's sword, he slashes it into the shoulder of the first wolf trying to flank him.
Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
hp 21/27 before rage, 25/31 after he begins raging. AC falls to 12 once rage begins.

Asgrid Hjalterskell |

Asgrid is taken by surprise at the onset of the illness. It's only when she drops to one knee in the snow that she realizes how difficult it is to focus, and to keep her thoughts from drifting. She could hardly see the others gathered around her. Yet didn't she see a shape following in the distance. "Grugkt!" she murmurs, and you're not sure if she's incoherent or not. She looks out into the forest, and somehow seems disappointed that nothing is there to answer her, even as she shakes uncontrollably.
When the wolves attack, Asgrid is desperate to help but finds it increasingly difficult to concentrate. With her allies being harried by the wolves, Asgrid reaches out a hand and shouts out in her strongest voice: "Grukgt seshto vi treba!" In the distance you fancy you can hear an answering howl, not like the wolves but something even more primal.
Summon eidolon. It takes a minute, so the fight could well be over by then but where there's five wolves there could always be more.
Condition: Can't run or charge, -2 Str & Dex, further -2 all attack rolls, damage, skills, saves & ability checks.
Spells Cast:
1st (4/day) - endure elements x2

Woodsmoke |

Sorry, rereading I realized I wasn't quite clear, the dark shape you spotted flitting through the woods is indeed your eidolon, already manifested and ready for battle! Seems you forgot an initiative roll, so I took the liberty. Feel free to change up your action and include one for the yeti
In response to the attacks, Geedra immediately begins focusing her arcane powers, making gestures and intoning words you have all heard before - she is ready to lull these wolves to sleep! Start casting sleep, will go off next round at the top of initiative.
Ten-Penny glances left and right, realizing that she stands between the wolves and both an ailing Asgrid and unarmed, unarmored noblewoman. Spinning her short sword from her side, she grasps the blade in a defensive position, crouching low and spacing her feet. "I'll guard these two!" she shouts.
Cara deftly puts herself out of the flanking wolves, denying them of their pack tactics for the moment. Slipping her sword from its scabbard, she maneuvers it around into a sweeping strike against the nearest wolf, but the wily beast ducks out of the way of the edge's sharp bite.
Argentea hops back away from the wolves and steps next to Asgrid, putting a hand on the dwarf's shoulder, obviously looking for some way to help.
The wolves continue their assault, with two of the mongrels snapping at Kronek. The bloodrager intercepts the wolf's maw with his strong hand and pushes the beast away, but the second leaps high and bites Kronek's shoulder, and uses the momentum to send the Kellid to the ground! Second wolf rolled high across the board; 7 points of damage, and succeeded a CMB roll to trip! The third wolf lashes out at Cara after ducking under her swipe, and sinks its fangs deep into the elf. This wolf rolled high as well...7 points of damage! The fourth wolf snarls as it steps forward and lunges to bite at Ten-Penny. The rogue seems to have a defense well in-hand, turning against the wolf's lunge and using her sword to deflect...but at the last moment the wolf twists and grabs her arm, pulling her to the ground as well. Surely these wolves are not normal! Even with a total defense, the wolf got just what it needed to both hit Ten-Penny and trip her...but only 2 points of damage.
The black, speaking wolf looks on from afar, and you almost think you can hear it laughing...
Kronek's blood pumps as he lies in the snow, and he channels his rage to devastating effect - without bothering to stand, he wrenches the cold iron blade from its sheathe and cuts mightily, cleaving through a wolf's leg and driving the blade up into its underside, leaving it dead in seconds. Even with a prone penalty you hit and kill, so I figured Kronek wouldn't mind doing so from the ground. Let me know if you wish to stand.
Suddenly, a new sound breaks into the clearing, and from the treeline a large, furry, humanoid creatures bursts from the trees with a growling howl. It takes stock of the situation and narrows its fierce eyes at the wolves, howling again in challenge.
To Asgrid and Grugkt!
Map
Initiative:
Geedra: 16
Ten-Penny: 15
Cara: 13
Argentea: 9
Wolves: 8
Asgrid: 6
Kronek: 5
Asgrid Init: 1d20 ⇒ 6
Ten-Penny: 1d20 + 3 ⇒ (12) + 3 = 15
Argentea: 1d20 + 2 ⇒ (7) + 2 = 9
Wolf1 Bite: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
CMB: 1d20 + 4 ⇒ (19) + 4 = 23
Wolf2 Bite: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
CMB: 1d20 + 4 ⇒ (15) + 4 = 19
Wolf3 Bite: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
CMB: 1d20 + 2 ⇒ (2) + 2 = 4
Wolf4 Bite: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
CMB: 1d20 + 2 ⇒ (19) + 2 = 21

Cara Shalandrael |

After taking the second savage wolf bite, Cara falls unconscious in the snow from all her injuries.
Stabilization check (if necessary): 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18

Kronek |

EDIT: Saw there is still one next to him. Will stay down and try to take it out next round rather than risking an AOO. hp 18/31.

Grugkt |

Sorry, rereading I realized I wasn't quite clear, the dark shape you spotted flitting through the woods is indeed your eidolon, already manifested and ready for battle! Seems you forgot an initiative roll, so I took the liberty. Feel free to change up your action and include one for the yeti
Huzzah!! I'd gotten so used to writing oblique references to Asgrid's eidolon, I thought you were doing the same. Will definitely take an action for Grugkt.
Snow, everywhere. A scent of winter, blood, and fur. And Asgrid! Joy for Grugkt. At last! He charges forward into a clearing, only to find Asgrid and a whole pack of furless being set upon by a pack of wolves. Rage! Grugkt charges forward and grabs for the nearest wolf.
Move 10 feet to the west and make slam attack against wolf.
Slam attack 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d10 + 4 ⇒ (10) + 4 = 14
confirm crit 1d20 + 4 ⇒ (18) + 4 = 22
damage 1d10 + 4 ⇒ (1) + 4 = 5

Woodsmoke |

The large furry humanoid that bursts from the woods shows fury after witnessing the wolves. It immediately blitzes forward and drops a large, maul-like fist onto the remaining wolf harassing Kronek just as the kellid regains his feet. The blow proves to be bone-shattering, as a sharp crack of the wolf's spine sounds out across the path and the beast drops immediately. What an entry!
Geedra finishes her spell, issuing a final gesture over the scene. For a moment, the two remaining wolves seem lethargic, and the one that had savaged Cara falls helplessly asleep. The one besieging Ten-Penny, however, shakes off the sensation.
After dealing with the wolf threatening her fallen ally, Geedra administers a potion to Cara. With a full-round action you can pour the potion down Cara's throat, so she can act this round. Either you or her can roll the die for the healing.
Copying Kronek's tactic, Ten-Penny thrusts upwards with her shortsword from a prone position. The blade finds the wolf between its front legs, and the canine yelps out in pain as its fur reddens. Taking the opportunity to get out from beneath the beast, Tacey twists back onto her feet, just dodging away from the wolf's jaws as it tries to snap at her and keep her down.
Over to Cara!
Initiative:
Geedra: 16
Ten-Penny: 15
Cara: 13
Argentea: 9
Wolves: 8
Asgrid: 6
Kronek: 5
Wolf Will: 1d20 + 1 ⇒ (13) + 1 = 14
Wolf Will: 1d20 + 1 ⇒ (4) + 1 = 5
TP Sword: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Wolf AoO: 1d20 + 6 ⇒ (8) + 6 = 14

Cara Shalandrael |

Cara awakens with a cough as Geedra's healing potion quickly works its magic. Having little time to recover or grab her sword, she deftly pulls her dagger from its sheath and attempts to stab at the wolf who's been trying to kill her.
Dagger - prone: 1d20 ⇒ 11
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Cara Shalandrael |

Yeah, I missed that, thanks Kronek. With that in mind, please ignore my last post and replace it with the following:
The ranger awakens with a cough as Geedra's healing potion quickly works its magic. With the killer wolf asleep next to her, Cara stands while drawing her bow. She then shoots an arrow at the talking wolf in the distance.
Longbow: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Confirmation: 1d20 + 5 ⇒ (3) + 5 = 8

Grugkt |

Sorry guys, meant to post Asgrid's move after posting Grugkt's but had troubles with the laptop, that's twice this week.
Grugkt tears through the first wolf and bounds towards the one nipping at Ten-Penny. He is keen to get to Asgrid. Asgrid! Asgrid not look right, Asgrid need help. He pounces on the wolf and digs in with long raking claws.
Move 10 feet to attack last wolf in melee, flanking with Ten-Penny.
Claw attack 1d20 + 6 ⇒ (18) + 6 = 24 includes flanking bonus
damage 1d4 + 3 ⇒ (1) + 3 = 4
Claw attack 1d20 + 6 ⇒ (1) + 6 = 7
damage 1d4 + 3 ⇒ (1) + 3 = 4

Asgrid Hjalterskell |

Asgrid blinks and stares at the white-furred creature wading through the snow. It is about the same size as Kronek, covered head to foot in shaggy white fur. The fur around its face is darker, and pointed teeth poke out of its mouth. Long, powerful arms that nearly reach to the ground end in wicked-looking claws.
The dwarf struggles to her feet, heaving in the cold air. By all the gods! "Grugkt? Grugkt!" She mutters a few more words, they might be curses or endearments but it's hard to tell because the are in Aklo - Asgrid's curse seems to be asserting itself again with all the commotion.
Attention coming back to the fight, Asgrid sees a wolf nearby attacking Ten-Penny. Asgrid summons an orb of acid and hurls it at the wolf. She finds it difficult to stop shaking, and it throws her aim off completely. She nearly hits Ten-Penny with the orb.
Cast acid orb and throw it at the wolf.
Acid orb ranged touch 1d20 - 3 ⇒ (7) - 3 = 4 Includes penalty for chillblane factor
damage 1d3 - 2 ⇒ (1) - 2 = -1
Condition: Can't run or charge, -2 Str & Dex, further -2 all attack rolls, damage, skills, saves & ability checks.
Spells Cast:
1st (4/day) - endure elements x2
0 - acid orb

Woodsmoke |

Cara returns to the fight, standing up and lining up a shot at the black wolf down the path. Her arrow dutifully strikes home, sinking deep into the creature's shoulder. The beast suspends its laughter for a sharp yelp of pain and a howl of rage.
Argentea seems shocked by the presence of Grugkt, and reflexively backs up a few steps, but looks confused as the eidolon savages a wolf. "What is that thing?!" she shouts amidst the carnage.
The remaining conscious wolf continues to attack Ten-Penny, gorlwing as it lunges forward with its bloody fangs snapping. Once more the wolf is able to tear into the half-orc's flesh, and blood wells beneath Ten-Penny's leggings.
The black wolf seems to survey the scene for a moment, and it is apparent that the tide of this battle has turned. Its red eyes linger on Grugkt, and with a final snarl, the creature turns and bounds back into the woods, leaving the surviving members of its pack to on their own.
Grugkt continues on, launching himself at the wolf attacking Ten-Penny. Flashing his fierce looking claws, the yeti-like creature rips the side of the wolf clean open, mangling flesh and muscle with a powerful blow. Coupled with the stab from Ten-Penny, it is more than the wolf can handle, and the canine collapses into the snow in a mess of injury.
Well fought! A sleeping wolf remains, but it looks as though this battle is yours.
Wolf Bite: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Cara Shalandrael |

"Thank you, Geedra, that might have been the end of me." Cara says to the goblin witch with a polite nod. She then picks up her sword and attempts a coup de grace maneuver on the wolf who tried to kill her.
Crit Damage: 2d8 + 2 ⇒ (4, 3) + 2 = 9
Afterwards, she immediately turns her attention to the beast who assisted the group, cleaning the blood off her sword and sheathing it as she speaks, "I hope someone has an explanation for this creature?"

Asgrid Hjalterskell |

As the last fighting wolf collapses, Grugkt lopes forward, scooping Asgrid up in a protective embrace. The big furry creature turns around and snarls at each of you. It looks about to swipe, but Asgrid lays a reassuring hand on the beast. She speaks, the words muffled by the heavy white fur. Thamu thamu, yassim vored...there there, it's alright. These are my friends." With that explanation, the creature ignores the rest of you, crooning as it holds Asgrid close. "Okay, okay you great lummox! You're smothering me!"
The dwarf seems about to explain things, but takes a moment to compose herself. "Everyone, this is Grugkt. He's sort of mine. I'm not really sure what he is. Five years ago he showed up. I was walking along a ridge near home and was caught in an avalanche. I was buried three days. When they dug me out, this big oaf was keeping me safe. I was unconscious at the time. When I woke up, that's when I started manifesting powers. Things got really weird back then. Eventually the villagers called in the winter witches to take me into their care. The witches didn't approve of my magic and they were far too interested in Grugkt for my liking.
"The witches weren't so interested in me, but they wanted Grugkt back. And he kept hanging around! I thought if I moved south away from the lands that ox liked, he wouldn't keep reappearing from where...whatever the place is he comes from. I've kept him away this far, but always felt he was catching up to me. So, heh, here he is!"

Geedra Horsebiter |

"Does Grugkt want hurt any of group? Grugkt look mean. Why not bother Geedra and Asgrid before?"
How is everyone doing with healing? The wolves got us pretty good, it seemed.

Kronek |

Bleeding profusely from the wounds inflicted by the wolves, a weary Kronek watches Grugkt warily as Asgrid explains. "I've heard tales of such creatures in the mountains near my home, but never seen one with my own eyes. He fought well and I'm not sure we would have turned this battle so quickly without him. You're sure of him Asgrid?"

Cara Shalandrael |

Cara also looks severely injured despite the healing potion Geedra gave her. Nevertheless, she does her best not to appear weakened in front of Asgrid's creature as she takes a few moments to scruntinize it, keeping her posture straight and attempting to ignore the pain, "Yes, we need to be sure that this Grugkt is under your control. Are you sure he poses no danger to the rest of us? He is obviously not a simple animal, but does he possess intelligence like the rest of us? Can he speak?"

Asgrid Hjalterskell |

Asgrid checks everyone's wounds, and summons some healing magic and channels it into Cara and Kronek. It leaves her feeling a bit drained. Wasn't Ten-Penny bitten as well? "Grukgt has always been good to me. If anything, he's been a better friend than I have. As long as he knows we're on the same side he won't hurt you. Isn't that right, big guy?" She rubs the eidolon's shaggy arm.
Cast Cure Light Wounds on Cara and Kronek. Heal checks on both and Ten-Penny to see if Asgrid can offer further healing.
CLW Cara: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Kronek: 1d8 + 1 ⇒ (4) + 1 = 5
Heal Cara: 1d20 + 4 ⇒ (12) + 4 = 16 includes chilblain penalty
Heal Kronek: 1d20 + 4 ⇒ (12) + 4 = 16
Heal Ten Penny: 1d20 + 4 ⇒ (4) + 4 = 8
Condition: Can't run or charge, -2 Str & Dex, further -2 all attack rolls, damage, skills, saves & ability checks.
Spells Cast:
1st (4/day) - CLW x2, endure elements x2
0 - acid orb

Grugkt |

Grugkt looks around at the group. "Grugkt speak. See elf. Half-orc. Humans. Have known goblin and fox for while now. Like dwarfs best, but Asgrid's friends my friends." Reaching out he pulls Kronek into a bone crushing hug, looking down at the Kellid.
Grugkt's Intelligence score is 7 - higher than some characters I've played with - but I figure his mastery of Common is still weak. When he says he knows Geedra and Fox, it's a mystery. Has he actually been following Asgrid on the Material Plane? Or does the eidolon's magic allow him some semblance of awareness of Asgrid's condition, across the planes of existence?

Geedra Horsebiter |

"How Grugkt know Geedra? Have Grugkt and Fox been making tricky plans? Geedra knew Fox was sneaky. Fox! Fox stop being bad," Geedra calls out, shaking her fist toward the sleek animal who simply shakes her head and moves a touch further out toward the forest.

Cara Shalandrael |

How many hit points does the Heal skill check restore?
"In that case, I'm happy to have you with us. We certainly could of used you earlier." Cara states with some astonishment at the party's sudden good fortune, "Thank you for the healing Asgrid, I hope we can get to the town soon and fully recover. You seem a bit out of sorts, perhaps Grugkt could carry you for a bit?"

Woodsmoke |

Cara, retrieving her sword from the snow, moves over and slides it into the sleeping wolf, and its slumber swiftly becomes permanent.
As the group discusses the presence of Grugkt, Asgrid defends the yeti-like eidolon while administering aid to the wounded. Channeling her oracular powers, the dwarf heals both Kronek and Cara of some of their wounds, and also checks out Cara and Ten-Penny for any further damage. I don't believe you can restore hit points with the heal skill apart from providing 8-hour aid. Kronek still has some minor wounds, and Tacey has only a light abrasion from a bite, but Cara is looking a bit worse off.
Upon seeing Grugkt, Lady Argentea rolls her eyes. "This little escort certainly does just keep gaining stranger accompaniment, doesn't it?" She half-sighs, half-scoffs, but shakes her head. "Still, I suppose I should be thankful. Extend my thanks to your pet, Asgrid."
Ten-Penny is much more welcoming to Grugkt, moving over to slap the eidolon on the back of the arm. "Ho there, ya big lug. Thanks for the help with that wolf. And I thought Kronek was strong!" she says with a wink to the bloodrager.
Feel free to keep roleplaying, but I'll continue on as well.
Your travel back through the border wood is less exciting after the wolves. Perhaps Grugkt walking with the group helps to ward off any would-be attackers, or perhaps your strength just now shows in more numbers. You do spot signs of more wintery fey - more dead crows tied into their bizarre bundles - and the strange tracks of creatures that cross the path. Finally, though, you make it out of the border wood, and you notice that since your entry, the supernatural winter has spread farther, completely claiming the fields of the southernmost of Heldren's farms that were before only limned in frost.
Making it back to Heldren proper, you see not much has changed. Some people mill about, a few peddling a bit of produce, while others simply amble into or out of a building and across the square. The stares of most of the citizens are drawn to you - likely some had noticed you before when you visited Heldren...if they hadn't then, they certainly do now. A giant kellid tribesman striding with a lithe and attractive elf, a snickering goblin with a fox on her heels, a dwarf protected by a yeti, a grinning half-orc knave, and a woman in a tattered, regal dress...all battle-worn and wind-blasted, bloodstained and snow-dusted - a sight that does not go unnoticed.
You do notice a familiar face that belongs to a young woman that hurries over to you. Xanthippe, you recall, daughter of the local smith who chatted with you at the tavern. "Hey! You all...you're back, and there's more of you, and - what is THAT? A giant?!" she runs to greet you, positively giddy. "Did you find out what happened to the noblelady? Oh! Is this her? Did you find out why the snow is here? Did you? Oh! Father and the councilor will want to meet with you! And that ulfen man is on two feet again - he's still at the apothecary recovering, you should go see him! I can run and get father and missus Teppen!" She points over to the apothecary in case you had forgotten where it was.

Kronek |

Kronek nods, "Seeing Yuln and speaking with her father and the councilor seems like a good plan. I'd like the share the new tales of his blade with the warrior who lent it."

Cara Shalandrael |

Have we gathered enough gold and equipment to do some buying/selling in the town?
"Yes, and some time by a warm fire would be nice." Cara says with a half-smile, "I do hope the apothecary might be able to supply some healing while we talk, for Asgrid especially."

Kronek |

"Very good idea Cara. It would definitely be best if we recover quickly while we're back here in town. It looks like we can't get back to the wood soon enough."
I'm sure we do have enough to do some buying and selling...and maybe a reward to collect :)

Asgrid Hjalterskell |

Asgrid is pleased to return to town. A chance to rest and re-provision before setting out again. And to receive a well-earned reward!
The dwarf felt conflicted about having the eidolon loping along beside her. Gods, but it was good to have Grugkt's company again, but it brought back painful memories too. The two had a lot to catch up on. And what about Fox? Asgrid laughed at Geedra's comment about Grugkt and Fox making sneaky plans, but the two do seem to act like old friends, playing in the snow.
Once in Heldren, Asgrid becomes aware of the attention Grugkt is drawing from Xanthippe and the other villagers. She turns to the eidolon and gives him a gentle pat on the shoulder. "I'm sorry, my friend, but we're going to need to talk to the chiefs of this village, and I don't think this is the kind of town I should leave you alone in. Remember Caliphas? Perhaps now would be a good time to translate back to your own home. I'll call you back tonight, I promise." Grugkt makes a trilling sound of assent to the dismissal, then winks out of existence on this plane. Asgrid then turns to the others. "I agree with Geedra. We should make a report, and Cara let's see if we can get you patched up, some of those wounds look as if they could fester. I certainly need to rest as well."
With the Heal checks I was attempting to treat deadly wounds to restore hp, but the base DC was 20 and I was nowhere close. That's not taking into account that penalties for not having a healing kit, and for suffering from chilblains. Still, will always make an attempt for a wounded comrade!

Woodsmoke |

As Asgrid sends Grugkt back to his home plane, Lady Argentea lets out a sigh as she glances sidelong at Geedra. "If gold is all you seek, then gold you shall have, but it is not as if I conveniently left a great sack of coins here on my way through the first time. If I am to grant you a reward, I will need to speak to councilor Teppen anyway, to arrange a payment through Heldren's coffers that I can refill on a later date. It seems the councilor is to be summoned to the apothecary, which also seems the right place to get wounds and sicknesses tended to, as well as find Yuln. So, it seems that "gossiping" is indeed the first order of business."
With that, the lady throws her shoulders back and marches off across the square, down the road to the left towards the apothecary. Ten-Penny chuckles. "Ain't she a treat?"
By the time you reach the apothecary, Xanthippe is already closing in behind you with her father in tow, the blacksmith Isker Euphram. He looks somewhat surprised to see you back, and with the lady rescued. His daughter is babbling to him about your return, as well as the large furry creature that came with you, and she points, turning her head to show Grugkt to him, but frowns and blinks when she realizes he is no longer present. "Hey! where is that thing?"
"Not now, Xanthippe. Welcome back. I'm afraid I may have underestimated your chances before. I apologize. It looks as though you have done good work." He turns to regard Lady Argentea as she moves up to the door of the apothecary and gives her a respectful nod. "Lady."
"Yes, yes, hello, we can save formalities for when the council is gathered. Let us enter." She opens the door, and you are greeted with a docile argument from within.
"Yuln, I implore you, put that down, you are still in no fit shape to do such labor." You recognize the voice as that of Tessaraea Willowbark, owner of the shop. Yuln stands before her, carrying a heavy-looking box. He looks better than he did a few days ago, but still quite rough. His head is still bandaged, his nose still black, and he moves with a limp.
"I'm done holing up in some bed, mistress. I intend to earn my keep! Now, where do you want...." The ulfen's eyes fall on door, and he drops the box where he stands. In a hurried movement and half-dashes, half-stumbles towards the entrance, and falls into a kneel before Lady Argentea, bracing his arm across his chest. "My lady! You live! I have cursed myself hourly for what happened - I failed you to have let them take you. I am forever shamed in the eyes of my forefathers to have let you be taken, and for not have pursued those brigands and damned white-witch servants! Yet I ran, like a coward. Now that you are safe I should show myself no mercy and put myself to the sword for my incompetence! I -"
Lady Argentea says nothing, but puts her hand down on Yuln's shoulder and he stops talking with a sharp breath. "That will be quite enough of that. You'll be taking me back to Oppara as soon as you are properly back on your feet. That is an order."
"Y-yes, my lady. A you say." The ulfen shakily stands, and looks past Argentea to the rest of you. He grins gratefully at you and braces his arm on his chest again. "I cannot thank you enough. You are better fighters than I. I only hope you killed every one of those winter-touched bastards you could get your hands on."
Eventually, Ionnia Teppen arrives, and the lot of you crowd in the apothecary to discuss the course of events. Argentea explains her part of everything, and asks hat you do the same, without sparing any details. You recount your foray into the woods, the creatures you encountered, and the end of the bandits that had taken over the High Sentinel's lodge. Together with Argentea, you explain the existence of powerful magic deep in the woods, of a portal opened up by the winter-touched forces that will continue to spread this unnatural winter until it covers of all Heldren, and perhaps beyond.
During the tale, councilor Teppen stares off into space, quietly circling a finger on the counter. Isker Euphram glowers, his face steel, and grunts with displeasure at every mention of evil creatures and magic winters. Tessaraea glances over from time to time, but seems preoccupied with mixing salves and potions.
Finally, Argentea closes. "I will ride back to Oppara as soon as Yuln is able. I will make sure a force of Taldan troops comes down to the Border Wood and does a thorough sweep, helping these adventurers cut down any of these northern invaders, as well as seek out any remaining bandits. I will also need to look into having a new organization stationed in the woods to replace the High Sentinels. The mercenaries here who rescued me understand that time is of the import, and they will go back into the woods as soon as they are rested as a primary force. I hope your citizens will do everything in their power to get them back to full health, councilor."
"Of course, my lady. I will see to it that Elder Natharen sees to their healing, free of charge."
"I will pitch in on this effort, to be sure," says Tessaraea. "I have been working on a few things ever since Yuln arrived. Asgrid, if you've come down with the chills, I have a tonic here that should help. Yuln had come down with a more severe case and it seemed to work for him."
Lady Argentea takes a step towards the door. "Stock up on what you need here. Get a good night's rest and I will see you in the morning before you leave. Yuln, Councilor, with me."
Yuln, Teppen, Isker, and Xanthippe all exit the building with Argentea, though Isker mentions he has something for you all as well.
Over the rest of the day, your party gets a few donations from the townsfolk, and Teppen reappears at one point and hands out four heavy bags. You have been rewarded with a total of 500 gold pieces split into 125 gold piece bundles for your rescue of Lady Argentea.
Elder Natharen at the temple of Erastil sees to the healing of all of your hit points to full, free of charge.
Tessaraea gives a tonic to Asgrid for her chillbane shakes. A dose of that a full night's rest will cure you of the sickness. She also donates 5 Alchemist's Fire, 3 potions of Cure Light Wounds, and a potion of Resist Energy (Cold).
Isker, remembering Cara's search for cold iron arrows before, delivers 10 cold iron arrows, and 1 cold iron dagger to the group. Apparently, he was able to get his hands on some of the metal and hastily smithed these items.
Finally, Vivialla at the general store stocks you with Five hearty trail rations each.
Feel free to add anything to the tale-telling above, or interactions with any of the various NPCs. I just thought I'd get things along to the point where you can see to your supplies.

Geedra Horsebiter |

Geedra frowned at the noblewoman's initial statement. "Woman not better trying to weasel out of deal. Geedra saved woman and carried back to town." She was in a poor mood throughout the whole meeting and did not break into a smile until she was presented with her bag of gold. "Bag not very heavy as Geedra expected," she grumbled even after receiving her cut.
New loot to be divvied up. Everyone gets 125 gold, 1 alchemist's fire, and 5 rations. Cara should probably get the 10 cold iron arrows.
The group is left with one Alchemist's Fire, 3 potions of Cure Light Wounds, a cold iron dagger, and a potion of Resist Energy (Cold). How should we divide those?

Cara Shalandrael |

The ranger gives a detailed account of the group's experiences when asked, but adds little otherwise since she finds herself uncomfortable around this number of somewhat unfamiliar humans.
She is pleased, however, by the healing and reward granted by the town, spending time looking around the shops for any helpful equipment.
Cara is already carrying 8 alchemist fires, so someone else can take her share of those. She'll make the best use of the C.I. arrows though, and so will take them if there's no objections. Might I suggest Kronek, Cara, and Geedra take the healing potions, while I have no preference about the C.I. dagger or the Resist Energy potion, other than keeping them in the party.
Question for the GM, would it be possible for Cara to sell the extra longsword and longbow she's been carrying around? Also, are blunt arrows for sell in Heldren?

Asgrid Hjalterskell |

Asgrid follows along. She's rather pleased with the reward and the chance to restock her supplies, but really all she wants to do now is lay down and sleep for a week. At the mention of a tonic for her chills, Asgrid bows her head towards Tessarea in grateful appreciation.

Kronek |

Kronek grins to see the large Ulfen man back on his feet and once the formalities are over, he goes up and gives the man a big bear hug. "Your sword was a great help in our battles to free the Lady, but if you're going to see her to Oppara, I think its time you took it back."
I'm fine with Cara taking all of the cold iron arrows. I will go ahead and take one alchemist's fire, but I can't imagine Kronek is going to get too many opportunities to use it. He's also gratefully take a potion of cure light wounds since that may be helpful in a fight. We probably have other things from the bandits to sell here too.

Woodsmoke |

Yuln takes back the sword and straps it into his belt after his embrace with Kronek. "I am glad it has served you well! I pray to the ancestors that it tasted the vile blood of many winter-fey. I cannot thank you enough for rescuing Lady Argentea and succeeding where I had failed. If you ever find yourselves in Oppara, I will buy you all a round. I'll make you worthy of tales."
Heldren has a 2,500 piece gold purchase limit, but does not have much in the way of magic items. Mundane equipment and goods are all available, however. Asking around, you do find out that Vivialla Steranus at the General Store, Elder Natharen at the Temple, and Old Mother Theodora all have some magical items that they might be willing to sell.
Vivialla has an arrow magnet for sale for 600 gp, and a ring of force shield. The ring is certainly the most potent magic item most of the citizens of Heldren have ever come across, and Vivialla isn't exactly sure how much she wants for it. She has been waiting for traders from Oppara or Zimar or even Qidara to come through so she can both get a good idea of the price and to sell it if possible, as no one native to Heldren has the coin for such a purchase.
Elder Natharen has both a divine scroll of aid for sale for 150 gp as well as a wand of magic weapon. The wand has only 24 charges remaining, so he offers it for 300 gp.
Old Mother Theodora, resident wise-woman, midwife, and soothsayer, has an arcane scroll of sleep and a wand of scorching ray for sale, though her asking prices are not so blunt.
In addition, Tessaraea can craft 4 potions by the morning; any combination of Cure Light Wounds and Remove Fear, for 50 gp each.
Blunt arrows are not a problem. Isker can have a quiver of 20 ready by morning for 2 gp.

Cara Shalandrael |

During her shopping, Cara will sell her the extra longsword and longbow for total half value (+45gp). She will also put in an order for the blunt arrows and pick them up in the morning (-2gp). Additionally, she'll pick up a Cure Light Wounds potion of Tessaraea's shop (-50gp).
I'm also willing to have Cara throw in to pay for part of the Wand of Magic Weapon, since it may be awhile before we can pick any up.
Other than that, I'm ready to move on when everyone else is.

Geedra Horsebiter |

Geedra nods at the elf's suggestion at buying the wand of Magical Weaponry. "Good idea, if big human keeps giving back all good swords used. If not borrow again, group must make good sword...wand will help. Geedra will share gold for it."
If Kronek and Asgrid are in for a share of that wand, I'll take off 75 gold from Geedra's sheet. I think it's a good purchase. Geedra doesn't really need to buy anything else.